My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Mediocre

2 problems 1 warnings Why?

Missing cards in your collection

Boss Bandit

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Firecracker Mighty Miner

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Mighty Miner

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Hog Rider Mighty Miner

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Guards Mighty Miner
Giant Snowball
Cannon Hog Rider Guards Mighty Miner
Zap
Cannon Firecracker Guards Mighty Miner
Barbarian Barrel
Knight Cannon Firecracker Guards
The Log
Cannon Firecracker Hog Rider Guards
Earthquake
Cannon Firecracker Hog Rider Guards
Arrows
Firecracker Guards
Royal Delivery
Knight Firecracker Hog Rider Guards
Fireball
Cannon Firecracker Hog Rider Mighty Miner
Poison
Cannon Firecracker Guards
Lightning
Knight Cannon Mighty Miner
Rocket
Hog Rider Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Earthquake The Log

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Guards Mighty Miner

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Knight Cannon Firecracker Earthquake Guards Hog Rider Mighty Miner

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 The Log Knight Cannon Firecracker

Attack Synergies 5 6

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Knight
Firecracker Hog Rider Earthquake The Log
Cannon
Firecracker
Knight Hog Rider Earthquake
Earthquake
Hog Rider Knight Firecracker The Log
Hog Rider
Knight Firecracker Earthquake The Log Guards
Guards
Hog Rider The Log
The Log
Hog Rider Knight Earthquake Guards
Mighty Miner

Defense Synergies 4 10

Knight
Cannon Firecracker Earthquake The Log
Cannon
Knight The Log Firecracker Earthquake Guards Mighty Miner
Firecracker
Knight The Log Cannon Earthquake Guards
Earthquake
Knight Cannon Firecracker The Log
Hog Rider
Guards
Cannon Firecracker The Log
The Log
Cannon Firecracker Knight Earthquake Guards
Mighty Miner
Cannon

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Knight Cannon Firecracker The Log
Knight Cannon Firecracker The Log
Cannon Knight
Cannon Knight Firecracker Guards
Firecracker Earthquake The Log
The Log Cannon Firecracker Earthquake Guards
Cannon Firecracker
Earthquake Cannon The Log
Cannon Mighty Miner
Knight Guards Cannon Firecracker
Guards Knight Cannon Firecracker Earthquake The Log
Firecracker
Cannon Knight Earthquake Guards The Log
Cannon Firecracker Earthquake Guards The Log
Knight Cannon
Cannon The Log
Knight Cannon Firecracker
Cannon Knight Firecracker Guards The Log
Earthquake The Log Knight Cannon Firecracker Guards
Cannon
Knight Cannon Firecracker Earthquake Guards The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Guards
Knight Firecracker The Log
Guards Knight The Log
Guards Knight The Log
Knight Cannon Guards Mighty Miner
Firecracker
Guards Knight
Mighty Miner Knight
Knight Firecracker The Log
Cannon Guards
Knight Guards
Guards The Log
Knight Cannon Guards
Cannon Firecracker
Guards Knight Firecracker The Log Mighty Miner
Cannon Firecracker Earthquake The Log Mighty Miner
Cannon
Cannon
Cannon Guards Mighty Miner

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Knight Firecracker Guards The Log
Firecracker The Log
Earthquake The Log
Earthquake Knight Firecracker Guards The Log
Firecracker Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake The Log Firecracker
The Log Firecracker
Guards
Firecracker Knight Earthquake The Log
Firecracker
Earthquake Knight Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Earthquake The Log
Firecracker The Log Earthquake
The Log
Firecracker The Log
Firecracker
Firecracker Guards
Earthquake The Log
Firecracker
Mighty Miner
Firecracker Earthquake The Log
Earthquake Guards
Firecracker
The Log
Knight Firecracker
The Log Firecracker Earthquake
Firecracker
Firecracker Guards The Log
Firecracker
Firecracker The Log
Firecracker

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